import { _decorator, Label, Node, tween, Vec3 } from "cc"; import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS"; import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp"; import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops"; import { GameEvent } from "../common/config/GameEvent"; import { talConf, ItalConf } from "../common/config/TalSet"; const { ccclass, property } = _decorator; export enum CardType { Talent = 1, Skill = 2, Potion = 3 } /** 视图层对象 */ @ccclass('MissionCardComp') @ecs.register('MissionCard', false) export class MissionCardComp extends CCComp { /** 视图层逻辑代码分离演示 */ @property(Node) card1:Node = null! @property(Node) card2:Node = null! @property(Node) card3:Node = null! @property(Node) card4:Node = null! card1_data:any = null! card2_data:any = null! card3_data:any = null! card4_data:any = null! // 当前卡片类型 curCardType: CardType = CardType.Talent; onLoad() { oops.message.on(GameEvent.TalentSelect, this.onTalentSelect, this); } onDestroy() { oops.message.off(GameEvent.TalentSelect, this.onTalentSelect, this); this.ent.destroy(); } start() { // 初始隐藏或显示逻辑 this.node.active = false; this.resetCardStates(); } private resetCardStates() { const cards = [this.card1, this.card2, this.card3, this.card4]; cards.forEach(card => { if (card) { const selected = card.getChildByName("selected"); if (selected) selected.active = false; } }); } // 是否已经选择了天赋 private hasSelected: boolean = false; private onTalentSelect(event: string, args: any) { this.node.active = true; this.hasSelected = false; // 重置选择状态 this.curCardType = CardType.Talent; // 记录当前类型为天赋 this.resetCardStates(); // 每次刷新前重置卡片状态 this.refCards(); this.playShowAnimation(); } private playShowAnimation() { const cards = [this.card1, this.card2, this.card3, this.card4]; cards.forEach((card, index) => { if (card) { card.setScale(Vec3.ZERO); tween(card) .delay(index * 0.1) .to(0.4, { scale: new Vec3(1, 1, 1) }, { easing: 'backOut' }) .start(); } }); } refCards(){ // 根据当前类型获取数据 let allData: any[] = []; if (this.curCardType === CardType.Talent) { allData = Object.values(talConf); } // 后续扩展其他类型 // else if (this.curCardType === CardType.Skill) { ... } const result: any[] = []; const temp = [...allData]; // 简单的随机抽取算法 for (let i = 0; i < 4 && temp.length > 0; i++) { const index = Math.floor(Math.random() * temp.length); result.push(temp[index]); temp.splice(index, 1); } // 更新卡片 if (result.length > 0) this.updateCardData(1, result[0]); if (result.length > 1) this.updateCardData(2, result[1]); if (result.length > 2) this.updateCardData(3, result[2]); if (result.length > 3) this.updateCardData(4, result[3]); } updateCardInfo(card:Node, data:any){ if(!card) return card.active = true; // 隐藏选中状态 const selected = card.getChildByName("selected"); if(selected) selected.active = false; let name = card.getChildByName("name") if(name){ name.getComponent(Label)!.string = data.name } let info = card.getChildByName("info")?.getChildByName("Label") if(info){ // 根据类型显示不同描述,目前天赋用desc info.getComponent(Label)!.string = data.desc || ""; } } updateCardData(index:number, data:any){ switch (index) { case 1: this.card1_data = data this.updateCardInfo(this.card1, data); break; case 2: this.card2_data = data this.updateCardInfo(this.card2, data); break; case 3: this.card3_data = data this.updateCardInfo(this.card3, data); break; case 4: this.card4_data = data this.updateCardInfo(this.card4, data); break; } } selectCard(e:any,index:string){ console.log("selectCard",index) let _index = parseInt(index); // 如果已经选择过,则不再处理 if(this.hasSelected) return; let selectedData: any = null; let selectedCardNode: Node | null = null; switch (_index) { case 1: selectedData = this.card1_data; selectedCardNode = this.card1; break; case 2: selectedData = this.card2_data; selectedCardNode = this.card2; break; case 3: selectedData = this.card3_data; selectedCardNode = this.card3; break; case 4: selectedData = this.card4_data; selectedCardNode = this.card4; break; } if (selectedData && selectedCardNode) { this.hasSelected = true; console.log("选择卡片:", selectedData.name, "类型:", this.curCardType); // 未选中的卡片缩小 const cards = [this.card1, this.card2, this.card3, this.card4]; cards.forEach(card => { if (card && card !== selectedCardNode) { tween(card).to(0.2, { scale: Vec3.ZERO }).start(); } }); // 显示当前选中的 selected 节点 const selected = selectedCardNode.getChildByName("selected"); if(selected) { selected.active = true; selected.setScale(Vec3.ZERO); tween(selected).to(0.2, { scale: new Vec3(1, 1, 1) }, { easing: 'backOut' }).start(); } // 选中卡片动效后触发逻辑 tween(selectedCardNode) .to(0.1, { scale: new Vec3(1.1, 1.1, 1.1) }) .to(0.1, { scale: new Vec3(1, 1, 1) }) .delay(0.5) .call(() => { // 根据类型发送不同事件 if (this.curCardType === CardType.Talent) { oops.message.dispatchEvent(GameEvent.UseTalentCard, selectedData.uuid); } // 后续扩展其他类型事件 this.node.active = false; }) .start(); } } /** 视图对象通过 ecs.Entity.remove(ModuleViewComp) 删除组件是触发组件处理自定义释放逻辑 */ reset() { this.node.destroy(); } }